CPU仿真和锁定到一个特定的时钟速度(CPU Emulation and locking to a

2019-06-25 20:15发布

如果你读过我的其他问题 ,你就会知道我花了本周末6502 CPU仿真器放在一起作为编程练习。

该CPU仿真器已经基本完成,似乎是从我有限的测试相当准确的,但它运行快得令人难以置信,我想阻止它下降到机器的实际时钟速度。

我当前测试循环是这样的:

    // Just loop infinitely.
    while (1 == 1)
    {                
        CPU.ClockCyclesBeforeNext--;

        if (CPU.ClockCyclesBeforeNext <= 0)
        {
            // Find out how many clock cycles this instruction will take
            CPU.ClockCyclesBeforeNext = CPU.OpcodeMapper.Map[CPU.Memory[CPU.PC]].CpuCycles;

            // Run the instruction
            CPU.ExecuteInstruction(CPU.Memory[CPU.PC]);

            // Debugging Info
            CPU.DumpDebug();
            Console.WriteLine(CPU.OpcodeMapper.Map[CPU.Memory[CPU.PC]].ArgumentLength);

            // Move to next instruction
            CPU.PC += 1 + CPU.OpcodeMapper.Map[CPU.Memory[CPU.PC]].ArgumentLength;                                        
        }
    }

正如你所知道的,每个操作码所花的时间来完成一个具体金额,所以我不跑下一个指令,直到我倒计数CPU时钟周期。 这提供了操作码之间适当的时机,它只是整个事情的方式运行快。

目标CPU速度是1.79mhz,但我想任何解决问题的时钟保持速度甚至为我增加了复杂性1.79mhz,所以我不必调整它。

有任何想法吗?

Answer 1:

我很多年前写了一个Z80模拟器,并做周期精确的执行,我分了时钟速率成若干小块,不得不核心执行很多个时钟周期。 就我而言,我把它绑在游戏系统,我模仿的帧速率。 每个操作码知道多少次了执行,直到被执行指定的周期数的核心将继续运行操作码。 我有一个外循环运行,将运行CPU内核,运行仿真系统的其他部分,然后睡觉,直到下一次循环的开始时间。

编辑:添加例如运行循环。

int execute_run_loop( int cycles )
{
    int n = 0;
    while( n < cycles )
    {
        /* Returns number of cycles executed */
        n += execute_next_opcode();
    }

    return n;
}

希望这可以帮助。



Answer 2:

看看灵感原来的QuickTime文件。

这是很久以前写的,显示视频意味着刚换的时候依然在帧足够高的速度,但苹果的家伙决定他们需要一个全职的管理框架。 在第一次设计看起来过度设计,但让他们对付广泛不同的速度要求,并让他们紧密同步。

你是幸运的,6502具有确定性的时间特性,确切的时间每条指令需要的是有据可查的; 但它不是恒定的。 某些指令需要2个周期,其他3就像在QuickTime帧,视频没有参数“每秒帧数”,每帧告诉它要多久才能在屏幕上。

由于现代的CPU是如此的不确定性,和多任务操作系统的甚至可以几毫秒冻结(虚拟内存!),你应该保持一个标签,如果你落后于计划,或者如果你可以采取几微秒午睡。



Answer 3:

正如肯尼迪说,要做到这一点最常见的方法是配合CPU的速度到(模拟)视频输出的垂直刷新

挑多个循环到每视频帧运行。 这通常是机器特有的,但你可以通过类似计算的话:

cycles = clock speed in Hz / required frames-per-second

然后,你还可以得到做一个休眠状态,直到视频更新被击中,在这一点上,你开始CPU仿真的下一个n个周期。

如果你模仿特别的东西,那么你只需要仰望的FPS速度和处理器速度得到这个近似直角。

编辑:如果你没有任何外部时序要求,那么这是正常的一个仿真程序只运行尽可能快所能。 有时候,这是一个预期的效果,有时不:)



Answer 4:

我会用时钟周期来计算时间和他们睡觉的时间差。 当然,要做到这一点,你需要一个高分辨率的时钟。 他们的方式你正在做它要秒杀CPU中纺循环。



Answer 5:

是的,因为大部分的时间之前说你不需要CPU仿真器在真实的东西相同的速度模拟指令。 什么用户感知的计算(即音频和视频输出)的输出 ,所以你只需要在同步与这样的输出这并不意味着你必须有一定的精确CPU仿真速度。

换句话说,如果视频输入的帧速率,让我们说,50赫兹,然后让CPU仿真运行速度,因为它可以在屏幕上画,但一定要输出的正确率(50赫兹)屏幕框。 从外部来看你的模拟器是在正确的速度模拟。

为了做个周期精确,即使在执行时间是一个多任务操作系统,如Windows或Linux的非有道理的,因为模拟器指令时间(tipically 1us的复古80年代的CPU)和现代操作系统的调度时隙具有可比性。

想输出的东西在50Hz的速度是一个简单的任务,你可以做任何现代的机器上很好



Answer 6:

另一种选择是,如果可用的音频模拟实现,如果音频输出绑定到系统/ CPU时钟。 特别是我知道,这是与8位苹果] [电脑的情况。

一般声音在一个固定的大小(这是一个固定的时间)的缓冲器中产生,所以操作(产生数据等),这些缓冲器可以通过同步原语被捆绑到CPU的吞吐量。



Answer 7:

我在做的东西多一点一般使用情况下为主,过程如时间转换为指令的估计量,反之亦然的能力。

该项目主页是@ http://net7mma.codeplex.com

代码开始是这样的:(我认为)

    #region Copyright
/*
This file came from Managed Media Aggregation, You can always find the latest version @ https://net7mma.codeplex.com/

 Julius.Friedman@gmail.com / (SR. Software Engineer ASTI Transportation Inc. http://www.asti-trans.com)

Permission is hereby granted, free of charge, 
 * to any person obtaining a copy of this software and associated documentation files (the "Software"), 
 * to deal in the Software without restriction, 
 * including without limitation the rights to :
 * use, 
 * copy, 
 * modify, 
 * merge, 
 * publish, 
 * distribute, 
 * sublicense, 
 * and/or sell copies of the Software, 
 * and to permit persons to whom the Software is furnished to do so, subject to the following conditions:
 * 
 * 
 * JuliusFriedman@gmail.com should be contacted for further details.

The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software.

THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, 
 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. 
 * 
 * IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, 
 * DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, 
 * TORT OR OTHERWISE, 
 * ARISING FROM, 
 * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
 * 
 * v//
 */
#endregion
namespace Media.Concepts.Classes
{
    //Windows.Media.Clock has a fairly complex but complete API

    /// <summary>
    /// Provides a clock with a given offset and calendar.
    /// </summary>
    public class Clock : Media.Common.BaseDisposable
    {
        static bool GC = false;

        #region Fields

        /// <summary>
        /// Indicates when the clock was created
        /// </summary>
        public readonly System.DateTimeOffset Created;

        /// <summary>
        /// The calendar system of the clock
        /// </summary>
        public readonly System.Globalization.Calendar Calendar;

        /// <summary>
        /// The amount of ticks which occur per update of the <see cref="System.Environment.TickCount"/> member.
        /// </summary>
        public readonly long TicksPerUpdate;

        /// <summary>
        /// The amount of instructions which occured when synchronizing with the system clock.
        /// </summary>
        public readonly long InstructionsPerClockUpdate;

        #endregion

        #region Properties

        /// <summary>
        /// The TimeZone offset of the clock from UTC
        /// </summary>
        public System.TimeSpan Offset { get { return Created.Offset; } }

        /// <summary>
        /// The average amount of operations per tick.
        /// </summary>
        public long AverageOperationsPerTick { get { return InstructionsPerClockUpdate / TicksPerUpdate; } }

        /// <summary>
        /// The <see cref="System.TimeSpan"/> which represents <see cref="TicksPerUpdate"/> as an amount of time.
        /// </summary>
        public System.TimeSpan SystemClockResolution { get { return System.TimeSpan.FromTicks(TicksPerUpdate); } }

        /// <summary>
        /// Return the current system time in the TimeZone offset of this clock
        /// </summary>
        public System.DateTimeOffset Now { get { return System.DateTimeOffset.Now.ToOffset(Offset).Add(new System.TimeSpan((long)(AverageOperationsPerTick / System.TimeSpan.TicksPerMillisecond))); } }

        /// <summary>
        /// Return the current system time in the TimeZone offset of this clock converter to UniversalTime.
        /// </summary>
        public System.DateTimeOffset UtcNow { get { return Now.ToUniversalTime(); } }

        //public bool IsUtc { get { return Offset == System.TimeSpan.Zero; } }

        //public bool IsDaylightSavingTime { get { return Created.LocalDateTime.IsDaylightSavingTime(); } }

        #endregion

        #region Constructor

        /// <summary>
        /// Creates a clock using the system's current timezone and calendar.
        /// The system clock is profiled to determine it's accuracy
        /// <see cref="System.DateTimeOffset.Now.Offset"/>
        /// <see cref="System.Globalization.CultureInfo.CurrentCulture.Calendar"/>
        /// </summary>
        public Clock(bool shouldDispose = true)
            : this(System.DateTimeOffset.Now.Offset, System.Globalization.CultureInfo.CurrentCulture.Calendar, shouldDispose)
        {
            try { if (false == GC && System.Runtime.GCSettings.LatencyMode != System.Runtime.GCLatencyMode.NoGCRegion) GC = System.GC.TryStartNoGCRegion(0); }
            catch { }
            finally
            {

                System.Threading.Thread.BeginCriticalRegion();

                //Sample the TickCount
                long ticksStart = System.Environment.TickCount,
                    ticksEnd;

                //Continually sample the TickCount. while the value has not changed increment InstructionsPerClockUpdate
                while ((ticksEnd = System.Environment.TickCount) == ticksStart) ++InstructionsPerClockUpdate; //+= 4; Read,Assign,Compare,Increment

                //How many ticks occur per update of TickCount
                TicksPerUpdate = ticksEnd - ticksStart;

                System.Threading.Thread.EndCriticalRegion();
            }
        }

        /// <summary>
        /// Constructs a new clock using the given TimeZone offset and Calendar system
        /// </summary>
        /// <param name="timeZoneOffset"></param>
        /// <param name="calendar"></param>
        /// <param name="shouldDispose">Indicates if the instace should be diposed when Dispose is called.</param>
        public Clock(System.TimeSpan timeZoneOffset, System.Globalization.Calendar calendar, bool shouldDispose = true)
        {
            //Allow disposal
            ShouldDispose = shouldDispose;

            Calendar = System.Globalization.CultureInfo.CurrentCulture.Calendar;

            Created = new System.DateTimeOffset(System.DateTime.Now, timeZoneOffset);
        }

        #endregion

        #region Overrides

        public override void Dispose()
        {

            if (false == ShouldDispose) return;

            base.Dispose();

            try
            {
                if (System.Runtime.GCSettings.LatencyMode == System.Runtime.GCLatencyMode.NoGCRegion)
                {
                    System.GC.EndNoGCRegion();

                    GC = false;
                }
            }
            catch { }
        }

        #endregion

        //Methods or statics for OperationCountToTimeSpan? (Estimate)
        public void NanoSleep(int nanos)
        {
            Clock.NanoSleep((long)nanos);
        }

        public static void NanoSleep(long nanos)
        {
            System.Threading.Thread.BeginCriticalRegion(); 

            NanoSleep(ref nanos); 

            System.Threading.Thread.EndCriticalRegion();
        }

        static void NanoSleep(ref long nanos)
        {
            try
            {
                unchecked
                {
                    while (Common.Binary.Clamp(--nanos, 0, 1) >= 2)
                    { 
                        /* if(--nanos % 2 == 0) */
                            NanoSleep(long.MinValue); //nanos -= 1 + (ops / (ulong)AverageOperationsPerTick);// *10;
                    }
                }
            }
            catch
            {
                return;
            }
        }
    }
}

一旦你有某种类型的门外汉时钟实现你前进的东西像一个Timer

/// <summary>
/// Provides a Timer implementation which can be used across all platforms and does not rely on the existing Timer implementation.
/// </summary>
public class Timer : Common.BaseDisposable
{
    readonly System.Threading.Thread m_Counter; // m_Consumer, m_Producer

    internal System.TimeSpan m_Frequency;

    internal ulong m_Ops = 0, m_Ticks = 0;

    bool m_Enabled;

    internal System.DateTimeOffset m_Started;

    public delegate void TickEvent(ref long ticks);

    public event TickEvent Tick;

    public bool Enabled { get { return m_Enabled; } set { m_Enabled = value; } }

    public System.TimeSpan Frequency { get { return m_Frequency; } }

    internal ulong m_Bias;

    //

    //Could just use a single int, 32 bits is more than enough.

    //uint m_Flags;

    //

    readonly internal Clock m_Clock = new Clock();

    readonly internal System.Collections.Generic.Queue<long> Producer;

    void Count()
    {

        System.Threading.Thread Event = new System.Threading.Thread(new System.Threading.ThreadStart(() =>
        {
            System.Threading.Thread.BeginCriticalRegion();
            long sample;
        AfterSample:
            try
            {
            Top:
                System.Threading.Thread.CurrentThread.Priority = System.Threading.ThreadPriority.Highest;

                while (m_Enabled && Producer.Count >= 1)
                {
                    sample = Producer.Dequeue();

                    Tick(ref sample);
                }

                System.Threading.Thread.CurrentThread.Priority = System.Threading.ThreadPriority.Lowest;

                if (false == m_Enabled) return;

                while (m_Enabled && Producer.Count == 0) if(m_Counter.IsAlive) m_Counter.Join(0);  //++m_Ops;

                goto Top;
            }
            catch { if (false == m_Enabled) return; goto AfterSample; }
            finally { System.Threading.Thread.EndCriticalRegion(); }
        }))
        {
            IsBackground = false,
            Priority = System.Threading.ThreadPriority.AboveNormal
        };

        Event.TrySetApartmentState(System.Threading.ApartmentState.MTA);

        Event.Start();

        Approximate:

        ulong approximate = (ulong)Common.Binary.Clamp((m_Clock.AverageOperationsPerTick / (Frequency.Ticks + 1)), 1, ulong.MaxValue);

        try
        {
            m_Started = m_Clock.Now;

            System.Threading.Thread.BeginCriticalRegion();

            unchecked
            {
            Start:

                if (IsDisposed) return;

                switch (++m_Ops)
                {
                    default:
                        {
                            if (m_Bias + ++m_Ops >= approximate)
                            {
                                System.Threading.Thread.CurrentThread.Priority = System.Threading.ThreadPriority.Highest;

                                Producer.Enqueue((long)m_Ticks++);

                                ulong x = ++m_Ops / approximate;

                                while (1 > --x /*&& Producer.Count <= m_Frequency.Ticks*/) Producer.Enqueue((long)++m_Ticks);

                                m_Ops = (++m_Ops * m_Ticks) - (m_Bias = ++m_Ops / approximate);

                                System.Threading.Thread.CurrentThread.Priority = System.Threading.ThreadPriority.Lowest;
                            }

                            if(Event != null) Event.Join(m_Frequency);

                            goto Start;
                        }
                }
            }
        }
        catch (System.Threading.ThreadAbortException) { if (m_Enabled) goto Approximate; System.Threading.Thread.ResetAbort(); }
        catch (System.OutOfMemoryException) { if ((ulong)Producer.Count > approximate) Producer.Clear(); if (m_Enabled) goto Approximate; }
        catch { if (m_Enabled) goto Approximate; }
        finally
        {
            Event = null;

            System.Threading.Thread.EndCriticalRegion();
        }
    }

    public Timer(System.TimeSpan frequency)
    {
        Producer = new System.Collections.Generic.Queue<long>((int)(m_Frequency = frequency).Ticks * 10);

        m_Counter = new System.Threading.Thread(new System.Threading.ThreadStart(Count))
        {
            IsBackground = false,
            Priority = System.Threading.ThreadPriority.AboveNormal
        };

        m_Counter.TrySetApartmentState(System.Threading.ApartmentState.MTA);

        Tick = delegate { m_Ops += 1 + m_Bias; };
    }

    public void Start()
    {
        if (m_Enabled) return;

        m_Enabled = true;

        m_Counter.Start();

        var p = System.Threading.Thread.CurrentThread.Priority;

        System.Threading.Thread.CurrentThread.Priority = System.Threading.ThreadPriority.Lowest;

        while (m_Ops == 0) m_Counter.Join(0); //m_Clock.NanoSleep(0);

        System.Threading.Thread.CurrentThread.Priority = p;

    }

    public void Stop()
    {
        m_Enabled = false;
    }

    void Change(System.TimeSpan interval, System.TimeSpan dueTime)
    {
        m_Enabled = false;

        m_Frequency = interval;

        m_Enabled = true;
    }

    delegate void ElapsedEvent(object sender, object args);

    public override void Dispose()
    {
        if (IsDisposed) return;            

        base.Dispose();

        Stop();

        try { m_Counter.Abort(m_Frequency); }
        catch (System.Threading.ThreadAbortException) { System.Threading.Thread.ResetAbort(); }
        catch { }

        Tick = null;

        //Producer.Clear();
    }

}

那么你真的可以复制使用像一些逻辑

 /// <summary>
/// Provides a completely managed implementation of <see cref="System.Diagnostics.Stopwatch"/> which expresses time in the same units as <see cref="System.TimeSpan"/>.
/// </summary>
public class Stopwatch : Common.BaseDisposable
{
    internal Timer Timer;

    long Units;

    public bool Enabled { get { return Timer != null && Timer.Enabled; } }

    public double ElapsedMicroseconds { get { return Units * Media.Common.Extensions.TimeSpan.TimeSpanExtensions.TotalMicroseconds(Timer.Frequency); } }

    public double ElapsedMilliseconds { get { return Units * Timer.Frequency.TotalMilliseconds; } }

    public double ElapsedSeconds { get { return Units * Timer.Frequency.TotalSeconds; } }

    //public System.TimeSpan Elapsed { get { return System.TimeSpan.FromMilliseconds(ElapsedMilliseconds / System.TimeSpan.TicksPerMillisecond); } }

    public System.TimeSpan Elapsed
    {
        get
        {
            switch (Units)
            {
                case 0: return System.TimeSpan.Zero;
                default:
                    {
                        System.TimeSpan taken = System.DateTime.UtcNow - Timer.m_Started;

                        return taken.Add(new System.TimeSpan(Units * Timer.Frequency.Ticks));

                        //System.TimeSpan additional = new System.TimeSpan(Media.Common.Extensions.Math.MathExtensions.Clamp(Units, 0, Timer.Frequency.Ticks));

                        //return taken.Add(additional);
                    }
            }



            //////The maximum amount of times the timer can elapse in the given frequency
            ////double maxCount = (taken.TotalMilliseconds / Timer.Frequency.TotalMilliseconds) / ElapsedMilliseconds;

            ////if (Units > maxCount)
            ////{
            ////    //How many more times the event was fired than needed
            ////    double overage = (maxCount - Units);

            ////    additional = new System.TimeSpan(System.Convert.ToInt64(Media.Common.Extensions.Math.MathExtensions.Clamp(Units, overage, maxCount)));

            ////    //return taken.Add(new System.TimeSpan((long)Media.Common.Extensions.Math.MathExtensions.Clamp(Units, overage, maxCount)));
            ////}
            //////return taken.Add(new System.TimeSpan(Units));


        }
    }

    public void Start()
    {
        if (Enabled) return;

        Units = 0;

        //Create a Timer that will elapse every OneTick //`OneMicrosecond`
        Timer = new Timer(Media.Common.Extensions.TimeSpan.TimeSpanExtensions.OneTick);

        //Handle the event by incrementing count
        Timer.Tick += Count;

        Timer.Start();
    }

    public void Stop()
    {
        if (false == Enabled) return;

        Timer.Stop();

        Timer.Dispose();           
    }

    void Count(ref long count) { ++Units; }
}

最后,创建一些半非常有用,如巴士和那么也许一个虚拟屏幕发出的数据总线...

public abstract class Bus : Common.CommonDisposable
    {
        public readonly Timer Clock = new Timer(Common.Extensions.TimeSpan.TimeSpanExtensions.OneTick);

        public Bus() : base(false) { Clock.Start(); }
    }

    public class ClockedBus : Bus
    {
        long FrequencyHz, Maximum, End;

        readonly Queue<byte[]> Input = new Queue<byte[]>(), Output = new Queue<byte[]>();

        readonly double m_Bias;

        public ClockedBus(long frequencyHz, double bias = 1.5)
        {
            m_Bias = bias;

            cache = Clock.m_Clock.InstructionsPerClockUpdate / 1000;

            SetFrequency(frequencyHz);

            Clock.Tick += Clock_Tick;

            Clock.Start();
        }

        public void SetFrequency(long frequencyHz)
        {
            FrequencyHz = frequencyHz;

            //Clock.m_Frequency = new TimeSpan(Clock.m_Clock.InstructionsPerClockUpdate / 1000); 

            //Maximum = System.TimeSpan.TicksPerSecond / Clock.m_Clock.InstructionsPerClockUpdate;

            //Maximum = Clock.m_Clock.InstructionsPerClockUpdate / System.TimeSpan.TicksPerSecond;

            Maximum = cache / (cache / FrequencyHz);

            Maximum *= System.TimeSpan.TicksPerSecond;

            Maximum = (cache / FrequencyHz);

            End = Maximum * 2;

            Clock.m_Frequency = new TimeSpan(Maximum);

            if (cache < frequencyHz * m_Bias) throw new Exception("Cannot obtain stable clock");

            Clock.Producer.Clear();
        }

        public override void Dispose()
        {
            ShouldDispose = true;

            Clock.Tick -= Clock_Tick;

            Clock.Stop();

            Clock.Dispose();

            base.Dispose();
        }

        ~ClockedBus() { Dispose(); }

        long sample = 0, steps = 0, count = 0, avg = 0, cache = 1;

        void Clock_Tick(ref long ticks)
        {
            if (ShouldDispose == false && false == IsDisposed)
            {
                //Console.WriteLine("@ops=>" + Clock.m_Ops + " @ticks=>" + Clock.m_Ticks + " @Lticks=>" + ticks + "@=>" + Clock.m_Clock.Now.TimeOfDay + "@=>" + (Clock.m_Clock.Now - Clock.m_Clock.Created));

                steps = sample;

                sample = ticks;

                ++count;

                System.ConsoleColor f = System.Console.ForegroundColor;

                if (count <= Maximum)
                {
                    System.Console.BackgroundColor = ConsoleColor.Yellow;

                    System.Console.ForegroundColor = ConsoleColor.Green;

                    Console.WriteLine("count=> " + count + "@=>" + Clock.m_Clock.Now.TimeOfDay + "@=>" + (Clock.m_Clock.Now - Clock.m_Clock.Created) + " - " + DateTime.UtcNow.ToString("MM/dd/yyyy hh:mm:ss.ffffff tt"));

                    avg = Maximum / count;

                    if (Clock.m_Clock.InstructionsPerClockUpdate / count > Maximum)
                    {
                        System.Console.ForegroundColor = ConsoleColor.Red;

                        Console.WriteLine("---- Over InstructionsPerClockUpdate ----" + FrequencyHz);
                    }
                }
                else if (count >= End)
                {
                    System.Console.BackgroundColor = ConsoleColor.Black;

                    System.Console.ForegroundColor = ConsoleColor.Blue;

                    avg = Maximum / count;

                    Console.WriteLine("avg=> " + avg + "@=>" + FrequencyHz);

                    count = 0;
                }
            }
        }

        //Read, Write at Frequency

    }
public class VirtualScreen
    {
        TimeSpan RefreshRate;    
        bool VerticalSync;    
        int Width, Height;            
        Common.MemorySegment DisplayMemory, BackBuffer, DisplayBuffer;
    }

这里是我测试的StopWatch

internal class StopWatchTests
    {
        public void TestForOneMicrosecond()
        {
            System.Collections.Generic.List<System.Tuple<bool, System.TimeSpan, System.TimeSpan>> l = new System.Collections.Generic.List<System.Tuple<bool, System.TimeSpan, System.TimeSpan>>();

            //Create a Timer that will elapse every `OneMicrosecond`
            for (int i = 0; i <= 250; ++i) using (Media.Concepts.Classes.Stopwatch sw = new Media.Concepts.Classes.Stopwatch())
            {
                var started = System.DateTime.UtcNow;

                System.Console.WriteLine("Started: " + started.ToString("MM/dd/yyyy hh:mm:ss.ffffff tt"));

                //Define some amount of time
                System.TimeSpan sleepTime = Media.Common.Extensions.TimeSpan.TimeSpanExtensions.OneMicrosecond;

                System.Diagnostics.Stopwatch testSw = new System.Diagnostics.Stopwatch();

                //Start
                testSw.Start();

                //Start
                sw.Start();

                while (testSw.Elapsed.Ticks < sleepTime.Ticks - (Common.Extensions.TimeSpan.TimeSpanExtensions.OneTick + Common.Extensions.TimeSpan.TimeSpanExtensions.OneTick).Ticks)
                    sw.Timer.m_Clock.NanoSleep(0); //System.Threading.Thread.SpinWait(0);

                //Sleep the desired amount
                //System.Threading.Thread.Sleep(sleepTime);

                //Stop
                testSw.Stop();

                //Stop
                sw.Stop();

                var finished = System.DateTime.UtcNow;

                var taken = finished - started;

                var cc = System.Console.ForegroundColor;

                System.Console.WriteLine("Finished: " + finished.ToString("MM/dd/yyyy hh:mm:ss.ffffff tt"));

                System.Console.WriteLine("Sleep Time: " + sleepTime.ToString());

                System.Console.WriteLine("Real Taken Total: " + taken.ToString());

                if (taken > sleepTime) 
                {
                    System.Console.ForegroundColor = System.ConsoleColor.Red;
                    System.Console.WriteLine("Missed by: " + (taken - sleepTime));
                }
                else
                {
                    System.Console.ForegroundColor = System.ConsoleColor.Green;
                    System.Console.WriteLine("Still have: " + (sleepTime - taken));
                }

                System.Console.ForegroundColor = cc;

                System.Console.WriteLine("Real Taken msec Total: " + taken.TotalMilliseconds.ToString());

                System.Console.WriteLine("Real Taken sec Total: " + taken.TotalSeconds.ToString());

                System.Console.WriteLine("Real Taken μs Total: " + Media.Common.Extensions.TimeSpan.TimeSpanExtensions.TotalMicroseconds(taken).ToString());

                System.Console.WriteLine("Managed Taken Total: " + sw.Elapsed.ToString());

                System.Console.WriteLine("Diagnostic Taken Total: " + testSw.Elapsed.ToString());

                System.Console.WriteLine("Diagnostic Elapsed Seconds  Total: " + ((testSw.ElapsedTicks / (double)System.Diagnostics.Stopwatch.Frequency)));

                //Write the rough amount of time taken in  micro seconds
                System.Console.WriteLine("Managed Time Estimated Taken: " + sw.ElapsedMicroseconds + "μs");

                //Write the rough amount of time taken in  micro seconds
                System.Console.WriteLine("Diagnostic Time Estimated Taken: " + Media.Common.Extensions.TimeSpan.TimeSpanExtensions.TotalMicroseconds(testSw.Elapsed) + "μs");

                System.Console.WriteLine("Managed Time Estimated Taken: " + sw.ElapsedMilliseconds);

                System.Console.WriteLine("Diagnostic Time Estimated Taken: " + testSw.ElapsedMilliseconds);

                System.Console.WriteLine("Managed Time Estimated Taken: " + sw.ElapsedSeconds);

                System.Console.WriteLine("Diagnostic Time Estimated Taken: " + testSw.Elapsed.TotalSeconds);

                if (sw.Elapsed < testSw.Elapsed)
                {
                    System.Console.WriteLine("Faster than Diagnostic StopWatch");
                    l.Add(new System.Tuple<bool, System.TimeSpan, System.TimeSpan>(true, sw.Elapsed, testSw.Elapsed));
                }
                else if (sw.Elapsed > testSw.Elapsed)
                {
                    System.Console.WriteLine("Slower than Diagnostic StopWatch");
                    l.Add(new System.Tuple<bool, System.TimeSpan, System.TimeSpan>(false, sw.Elapsed, testSw.Elapsed));
                }
                else
                {
                    System.Console.WriteLine("Equal to Diagnostic StopWatch");
                    l.Add(new System.Tuple<bool, System.TimeSpan, System.TimeSpan>(true, sw.Elapsed, testSw.Elapsed));
                }
            }

            int w = 0, f = 0;

            var cc2 = System.Console.ForegroundColor;

            foreach (var t in l)
            {
                if (t.Item1)
                {
                    System.Console.ForegroundColor = System.ConsoleColor.Green;
                    ++w; System.Console.WriteLine("Faster than Diagnostic StopWatch by: " + (t.Item3 - t.Item2));
                }
                else
                {
                    System.Console.ForegroundColor = System.ConsoleColor.Red;
                    ++f; System.Console.WriteLine("Slower than Diagnostic StopWatch by: " + (t.Item2 - t.Item3));
                }
            }

            System.Console.ForegroundColor = System.ConsoleColor.Green;
            System.Console.WriteLine("Wins = " + w);

            System.Console.ForegroundColor = System.ConsoleColor.Red;
            System.Console.WriteLine("Loss = " + f);

            System.Console.ForegroundColor = cc2;
        }
    }


文章来源: CPU Emulation and locking to a specific clock speed